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NCAA Football 14 Demo is Available Now, Post Impressions Here (360, PS3)

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Old 06-23-2013, 07:37 PM   #1097
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Re: NCAA Football 14 Demo is Available Now, Post Impressions Here (360, PS3)

Quote:
Originally Posted by jeremym480
I'm going to try that. I've been putting the INT's slider on 35 because at 50 DB's were catching everything they got their hands on. I'll definitely try moving pass coverage to 35 too. Thanks for the suggestion.
I'd say the "sweet spot" is 35 for both HUM and CPU. Like you said...at default...it's pick city on both sides.

Quote:

Yeah, I agree with you here, but like you said earlier - The QB's in the demo are some of the highest rated in the game. I don't think it's going to be much different in the final version since this is a legacy issue. With that said, I can't wait for the Season Ticket, so we can see how accurate the lower rated QB's are.
I've played 2 more games with both HUM and CPU QB acc at 5, on All American. I have CPU Pass Defense at 35, Human Pass Defense at default 50 and both INT at 35. I've gotten much better results these last 2 games on decreased QB percentage than that initial matchup, so that's promising.

I've gone back and forth between Heisman and AA, but honestly..as of now...I'm leaning more towards AA. I like the OL/DL interaction on AA as opposed to Heisman due to more "ratings specific" performance. I'm timid in using Heisman as I still see a bit too much brick walling of higher rated DL by inferior OL at the Heisman level.

The CPU is sooooo much smarter this year that there really isn't much difference in overall CPU Offensive Playcalling AI and peformance on AA vs Heisman....at least in my opinion.

Quote:
Also completely agree about the blocking and the screen game. Like I said earlier I think the Smoke Screen will be a great weapon. Especially with big physical receivers being covered by a smaller CB. This also makes the the new WR match-up that much more useful. One of things that I would like to see them improve upon is the CPU's ability to run screens. In my first game I played VT connected on their first screen pass for a gain of 15 yards and they haven't completed another one since. In fact, in their past 4-5 screen attempts I've sacked them every time. Hopefully, that's fixed in the retail version.
Another HUUUUUUUUUUUGE improvement...

TOSS SWEEPS WORK WITH THE NEW BLOCKING AND INFINITY ENGINE


Let me say that one more time for emphasis....

RUNNING TOSS SWEEPS WORKS WITH THE NEW BLOCKING AND INFINITY ENGINE.


It's a beautiful thing.
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Old 06-23-2013, 07:44 PM   #1098
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Re: NCAA Football 14 Demo is Available Now, Post Impressions Here (360, PS3)

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Originally Posted by PVarck31
I'm curious as to the logic of lowing the CPU pass coverage. Don't we want to make it harder to pass over the middle? Or does this combination do that somehow?
I haven't noticed it being a problem at all, but I'll go test it out now. If it's an issue, I don't think it would be a bad thing to leave CPU coverage at default and give HUM QBA at 5 point boost.

Edit: I'll run two or three games and test out the sliders and post some stats after I'm done. It would be a huge relief if I could find a set that works for me pre-release.
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Old 06-23-2013, 08:06 PM   #1099
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Re: NCAA Football 14 Demo is Available Now, Post Impressions Here (360, PS3)

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Originally Posted by AuburnAlumni
I've had games like that...but I'd say in 30+ demo matches...maybe 2 or 3 ended up with stat lines like that. The large majority were much more in the 10-12, 7-11 with 2 Picks type of range.

I'd like to see a much more impactful QB Accuracy slider at launch. If I set the slider to 0....that QB should go 1-10 even with no pressure. Set at 100 he should be Robo QB. Unfortunately..there doesn't seem to be that drastic of a slider differential as of now.

I definitely agree with Ben on the turning INTs and Pass Defense Down (at least for the CPU). My DBs tend to get burned plenty even at default on AA. Heisman its a bit better.

The areas that really shine in this demo continue to be the CPU ground game, improved pulling guards, TE/FB blocking and WR downfield blocking. I have been able to run slip screens, WR screens, etc. successfully due to this.
Have you messed with the penalty sliders? I know in Madden 13 these played a big difference on the certain aspects of the game. There is a good thread about it in the slider section if you need an explanation on what aspects they influence in the game.
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Old 06-23-2013, 08:27 PM   #1100
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Re: NCAA Football 14 Demo is Available Now, Post Impressions Here (360, PS3)

Settings

Speed: Slow
Gameplay: Heisman/Heisman
Camera: Zoom

QBA: 0/0
PC: 35/40
KA: 5/50
KOP: 45/45

Everything else at default

Stats:

Virginia Tech (me) -- 9/16, 64 yards passing, 0 TD, 2 INT's
Alabama -- 8/15, 112 yards passing, 0 TD, 2 INT's

VT -- 8 carries, 26 yards rushing, 0 TD
Alabama -- 10 carries, 30 yards rushing, 1 TD

VT -- 0
Alabama -- 17


Some Notes:

- I ran a bunch more pass plays than I usually would, and all of them had at least one player coming across the middle. Most plays I called were slants, to test how open/how many times I could hit them. I'd say they were open about 50% of the time, and my QB would hit them when open about 75% of the time. It seemed about right to me.

- A TON of over/underthrows on both sides. There was a single knockdown, and it came on my side. All the rest were just misfires or hits jarring the ball loose, which was nice to see.

- The CPU almost returned a kick on me, but at about the 50 yard line, my kicker tripped him up. I played ten-fifteen seasons in NCAA 13, and had maybe one kick return against me. He used a juke, and then cut to the sideline. Awesome.

- The stiff arm is being utilized a LOT by the CPU. I need to take note.

- I got a chance to try out the DB glitch four or five times and didn't see it. One thing I did notice was on the fifty yard line with about five seconds left, the CPU played a cover 2 zone and only had two guys back there to cover. Hopefully that's fixed.

- I had one sack on Alabama, and it was a thing of beauty. Put pressure on him from the outside, he stepped up in the pocket, and one of my DT's reached and arm out and brought him down in an animation I hadn't seen before.

- They ran a fake punt on me that worked to perfection, and they got a 1st down.

- When Alabama got the ball back 17-0, they ran the ball twice, got a first down, and then took three straight knees.
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Old 06-23-2013, 08:36 PM   #1101
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Am I the only one that noticed that 3-4 OLBs get pressure now or nah? I've seen some beautiful rushes in the 3-4 when I used bama. Makes me consider using a 3- 4 or that new 3 - 4 multiple playbook. Awesome stuff

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Old 06-23-2013, 09:33 PM   #1102
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Re: NCAA Football 14 Demo is Available Now, Post Impressions Here (360, PS3)

The only thing I seem to be having trouble with at the moment is breaking blocks. Its like once you get blocked the right stick doesn't respond. There are run plays being executed for more yards than I think should be happening because I cant get to the ball carrier.

I'm wondering if the controls are not refined in the demo or maybe the defensive player I'm using just has a weak break block rating. Damn, that irritates the hell out of me with these demos. I'm anxious to change and test ratings but I cant see em until the full release so I dont know if I'm being cheated or not!!

I'm also thinking the sliders might not work in the demo. I dropped QB accuracy to 20 for both HUM and CPU but damn near every pass was precision.

I'm definitely going to have a great time getting under the hood of this one with Xans global editor. Hopefully it still works.
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Old 06-23-2013, 09:38 PM   #1103
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Re: NCAA Football 14 Demo is Available Now, Post Impressions Here (360, PS3)

Quote:
Originally Posted by kingsofthevalley
The only thing I seem to be having trouble with at the moment is breaking blocks. Its like once you get blocked the right stick doesn't respond. There are run plays being executed for more yards than I think should be happening because I cant get to the ball carrier.

I'm wondering if the controls are not refined in the demo or maybe the defensive player I'm using just has a weak break block rating. Damn, that irritates the hell out of me with these demos. I'm anxious to change and test ratings but I cant see em until the full release so I dont know if I'm being cheated or not!!

I'm also thinking the sliders might not work in the demo. I dropped QB accuracy to 20 for both HUM and CPU but damn near every pass was precision.

I'm definitely going to have a great time getting under the hood of this one with Xans global editor. Hopefully it still works.
Shedding blocks has always been an issue. Well at least it was in NCAA 13. I play with the MLB of my defense and unless i go untouched on the play I don't really have a chance to make the tackle because of the RS not responding really. Its an issue EA should fix but don't make too overpowering
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Old 06-23-2013, 10:05 PM   #1104
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Re: NCAA Football 14 Demo is Available Now, Post Impressions Here (360, PS3)

Still no 1st down markers...no chain gang!!! No dreads!!! ...
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